(Original Concept by Kyras Ausks)
Primary Class: Alchemist.
Secondary Class: Sorcerer.
Hit Dice: d8.
Bonus Skills and Ranks: The blood chemist may select three sorcerer skills to add to his class skills in addition to the normal alchemist class skills. A blood chemist gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The blood chemist is proficient with all simple weapons and bombs, with light armor, but not with shields.
Blood Mutagen (Su): At 1st level, a blood chemist discovers how to create a blood mutagen that he can imbibe in order to gain the benefits of a single sorcerer’s bloodline. It takes 1 hour to brew a dose of blood mutagen, and once brewed, it remains potent until used. A blood chemist can only maintain one dose of blood mutagen at a time—if he brews a second dose, any existing blood mutagen becomes inert. As with an extract or bomb, a mutagen that is not in a blood chemist’s possession becomes inert until a blood chemist picks it up again.
When a blood chemist first brews a blood mutagen, he selects one sorcerer’s bloodline (including wildblooded). Once the bloodline is chosen, it cannot be changed. It’s a standard action to drink a mutagen. Upon being imbibed, the blood mutagen grants the blood chemist his first bloodline power for 10 minutes per blood chemist level. A blood chemist uses his Intelligence instead of charisma to determine any bloodline power effects.
A non-blood chemist who drinks a blood mutagen must make a Fortitude save (DC 10 + 1/2 the blood chemist’s level + the blood chemist’s Intelligence modifier) or become nauseated for 1 hour—a non-blood chemist can never gain the benefit of a blood mutagen, but a blood chemist can gain the effects of another blood chemist’s mutagen if he drinks it. (Although if the other blood chemist creates a different blood mutagen, the effects of the “stolen” blood mutagen immediately cease.) The effects of a blood mutagen do not stack. Whenever a blood chemist drinks a blood mutagen, the effects of any previous blood mutagen immediately end.
At 6th level, upon imbibing his blood mutagen, it grants the blood chemist both his first and second bloodline powers for 10 minutes per blood chemist level. This ability replaces mutagen.
Tainted Blood (Ex): A blood chemist has manipulated his own blood chemistry to such a degree, that it has become tainted. Any creature that bites or imbibes the blood of the blood chemist must make a Fortitude saving throw or be sickened for 1d4 rounds. Should any creature make a melee attack against the blood chemist with a slashing or piercing weapon without reach, the creature must make a Reflex save to avoid being splattered with blood. If the creature fails this Reflex save, it is forced to make the above Fortitude save. The blood chemist does not suffer the effect of the contaminant of his own blood. This ability replaces throw anything.
Discoveries (Su): This is exactly like the alchemist ability of the same name, except that he may choose one of the following new discoveries specific only to the blood chemist: Blood Bomb, Blood Contagion, Persistent Contagion, Virulent Contagion.
Also, whenever a blood chemist of 6th level or higher could choose a discovery, he can select a bonus feat from his list of bloodline feats instead. A blood chemist may only select a bonus feat in place of a discovery up to three times. The blood chemist may only select a bonus feat three times and must meet the prerequisites for these bonus feats.
In addition, a blood chemist can select the Create Sanguine Elixir as either a bonus feat or normal feat, and counts his blood chemist level as his sorcerer level when qualifying for it.
Disease Resistance (Ex): At 2nd level, gains a +2 bonus on all saving throws against diseases. This bonus increases to +4 at 5th level and then again to +6 at 8th level. At 10th level, a blood chemist becomes completely immune to disease.
Poison Use (Ex): This exactly like the alchemist ability of the same name, except that the blood chemist may also apply his own blood to a slashing or piercing weapon as a move action. Applying his blood to a weapon in this manner requires that the blood chemist deal 1 point of bleed damage with the slashing or piercing weapon.
Swift Clotting (Ex): At 3rd level, a blood chemist’s enhanced blood chemistry has thickened his blood, allowing it to quickly coagulate and stop bleeding. He only takes bleed damage for 1 minute.
Blood Extracts (Su): Starting at 4th level, a blood chemist can use his own life’s blood to create bloodline extracts. By taking 1 point of Strength or Constitution damage, plus a number of hit points equal to the extract’s level, a blood chemist can create an extract from any bloodline spell that he has access to. He gains access to his first bloodline spell at 4th level and each subsequent spell every three levels thereafter, up to his sixth bloodline spell at 19th level. Unlike normal ability and hit point damage, those inflicted by blood extracts can be healed only after a full days rest or long term care, and not by magical means. He can use this ability a number of times per day equal to his Intelligence modifier. This ability replaces the lost bomb damage dice and the discovery gained at 4th level.
Swift Poisoning (Ex):This is exactly like the alchemist ability of the same name, except that the blood chemist may also apply his own blood to a slashing or piercing weapon as a swift action. Applying his blood to a weapon in this manner deals 2 points of bleed damage.
Greater Blood Mutagen (Su): At 12th level, upon imbibing his blood mutagen, it grants the blood chemist his first, second, and third bloodline powers for 10 minutes per blood chemist level. This ability replaces the discovery gained at 12th level.
Grand Blood Mutagen (Su): At 16th level, upon imbibing his blood mutagen, it grants the blood chemist his first, second, third, and fourth bloodline powers for 10 minutes per blood chemist level. This ability replaces the discovery gained at 16th level.
Instant Clotting (Ex): At 18th level, a blood chemist only takes bleed damage for 1 round. This ability replaces instant alchemy.
Grand Discovery (Su): This is exactly like the alchemist ability of the same name, except that a blood chemist may select the Contagion Touch grand discovery.
The following new discoveries may only be chosen by the blood chemist.
A blood chemist can mix some of his blood with his bombs.
Prerequisite: Blood chemist 4, blood taint.
Benefit: The blood chemist can infuse a bomb with a bit of his blood. By taking 1d6 points of damage, any creature hit by a blood chemist’s bomb must make a Fortitude saving throw or be sickened for 1d4 rounds.
Special: If a blood chemist has the blood contagion, persistent contagion, or virulent contagion discoveries, their effects are also contracted by any creatures hit by the bomb.
A blood chemist’s tainted blood mutates into a deadly disease.
Prerequisite: Blood chemist 8, blood taint.
Benefit: The blood chemist’s blood changes into a true contagion and functions as one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. Once chosen, it cannot be changed. Any creature that bites the blood chemist, or imbibes or comes in contact with the blood chemist’s blood is subject to the disease’s effects as normal. For more information see Diseases.
The blood chemist’s blood contagion is difficult to cure.
Prerequisite: Blood chemist 14, blood contagion discovery.
Benefit: The disease from a blood chemist’s blood contagion cannot be overcome without magic—making the required number of saves does not cure it. Only a remove disease spell or similar magic can cure the subject of the disease.
The blood chemist’s blood contagion becomes extremely potent.
Prerequisite: Blood chemist 14, blood contagion discovery.
Benefit: The disease from a blood chemist’s blood contagion is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.
NEW GRAND DISCOVERIES
The following new grand discoveries may be chosen by the blood chemist.
Any creature the blood chemist touches contracts a deadly disease.
Prerequisite: Grand discovery, blood contagion discovery.
Benefit: The blood chemist’s tainted blood grants him a contagious touch, as if under the effects of a contagion spell. However, a creature subject to a contagion touch can only contract the disease carried by his blood contagion. He can suppress or activate this ability as a free action.
Table: Blood Chemist